Difference between revisions of "User:SofiPandaRights/Custom Weapons"
m (Fixing typo on Crockteers Cloak) |
(Ctf2w Harvest Moon Update (3.4.0.10)) |
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* Consistent fall damage is enabled. | * Consistent fall damage is enabled. | ||
* Removed the 10 second teammate outlines after respawning. | * Removed the 10 second teammate outlines after respawning. | ||
− | |||
* Added "While on fire: -33% health received from all healing sources" to all fire sources | * Added "While on fire: -33% health received from all healing sources" to all fire sources | ||
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'''[[Winger]]''' | '''[[Winger]]''' | ||
| align="left" | | | align="left" | | ||
− | {{Pro}} Added " | + | {{Pro}} Added "+25% deploy and holster speed"<br> |
− | {{Pro}} Increased | + | {{Pro}} Increased clip size to -60% to -50% |
| | | | ||
When weapon is active:<br> | When weapon is active:<br> | ||
− | :{{Pro}} | + | :{{Pro}}+25% deploy and holster speed <br> |
:{{Pro}}+30% greater jump height<br> | :{{Pro}}+30% greater jump height<br> | ||
:{{Pro}}+15% damage bonus<br> | :{{Pro}}+15% damage bonus<br> | ||
− | :{{Con}}- | + | :{{Con}}-50% clip size |
|- | |- | ||
| align="center" | [[File:Backpack Pretty_Boy's Pocket Pistol.png|100px]]<br> | | align="center" | [[File:Backpack Pretty_Boy's Pocket Pistol.png|100px]]<br> | ||
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{{Pro}} +25% clip size<br> | {{Pro}} +25% clip size<br> | ||
{{Con}} -20% damage penalty | {{Con}} -20% damage penalty | ||
+ | |- | ||
+ | | align="center" | [[File:Cow Mangler.png|100px]]<br> | ||
+ | <small>Primary</small><br> | ||
+ | '''[[Cow Mangler]]''' | ||
+ | | align="left" | | ||
+ | {{Pro}} Removed “-67% movespeed while Charging” | ||
+ | | | ||
+ | {{Pro}} Does not require ammo<br> | ||
+ | {{Pro}} Alt-Fire: A charged shot that | ||
+ | mini-crits players, sets them on fire | ||
+ | and disables buildings for 4 sec<br> | ||
+ | {{Con}} Deals only 20% damage to buildings<br> | ||
+ | {{Con}} Minicrits whenever it would normally crit | ||
+ | |- | ||
|- | |- | ||
| align="center" | [[File:Backpack Beggar's Bazooka.png|100px]]<br> | | align="center" | [[File:Backpack Beggar's Bazooka.png|100px]]<br> | ||
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{{Pro}} Changed the "-15% blast damage from explosive jumps" to "decreases all blast damage taken from this weapon"<br> | {{Pro}} Changed the "-15% blast damage from explosive jumps" to "decreases all blast damage taken from this weapon"<br> | ||
{{Pro}} Removed "-10% explosive radius"<br><br> | {{Pro}} Removed "-10% explosive radius"<br><br> | ||
− | {{Pro}} Added " | + | {{Pro}} Added "+15% faster reload speed" |
| | | | ||
{{Pro}} -15% blast damage to self from this weapon<br> | {{Pro}} -15% blast damage to self from this weapon<br> | ||
− | {{Pro}} +66% faster firing speed | + | {{Pro}} +66% faster firing speed while explosive jumping<br> |
+ | {{Pro}} +15% faster reload time<br> | ||
{{Pro}} Clip size increased on kill (up to 4)<br> | {{Pro}} Clip size increased on kill (up to 4)<br> | ||
{{Con}} -15% damage penalty<br> | {{Con}} -15% damage penalty<br> | ||
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| align="left" | | | align="left" | | ||
{{Pro}} Added "Grants player and nearby teammates 10 seconds of full knockback resistance while under the effects"<br> | {{Pro}} Added "Grants player and nearby teammates 10 seconds of full knockback resistance while under the effects"<br> | ||
− | {{Pro}} Added "On wearer: + | + | {{Pro}} Added "On wearer: +50% incoming health from packs”" |
| | | | ||
− | {{Pro}} On wearer: + | + | {{Pro}} On wearer: +50% incoming health from packs<br> |
{{Pro}} Once used, grants player and nearby teammates 10 seconds of guaranteed mini-crits and full knockback resistance<br> | {{Pro}} Once used, grants player and nearby teammates 10 seconds of guaranteed mini-crits and full knockback resistance<br> | ||
{{Neutral}} Requires 600 damage dealt to charge<br> | {{Neutral}} Requires 600 damage dealt to charge<br> | ||
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'''[[Shovel]]''' + Reskins | '''[[Shovel]]''' + Reskins | ||
| align="left" | | | align="left" | | ||
− | {{Pro}} | + | {{Pro}} When weapon is active: Bonus healing given and/or gained from every healing source or weapon effect increases as the user becomes injured (up to +100%)<br> |
| | | | ||
− | {{Pro}} | + | {{Pro}} When weapon is active: Bonus healing given and/or gained from every healing source or weapon effect increases as the user becomes injured (up to +100%) |
|- | |- | ||
| align="center" | [[File:Backpack Equalizer.png|100px]]<br> | | align="center" | [[File:Backpack Equalizer.png|100px]]<br> | ||
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'''[[Equalizer]]''' | '''[[Equalizer]]''' | ||
| align="left" | | | align="left" | | ||
− | {{Pro}} | + | {{Pro}} Reduced healing from medic sources from +90% to 50%<br> |
{{Pro}} Added "If the Rocket Jumper is equipped, the user isn't damaged from this weapon's kill taunt"<br> | {{Pro}} Added "If the Rocket Jumper is equipped, the user isn't damaged from this weapon's kill taunt"<br> | ||
− | {{Pro}} Added " | + | {{Pro}} Added "+50% damage bonus" |
− | |||
− | |||
| | | | ||
{{Pro}} Damage increases as the user becomes injured<br> | {{Pro}} Damage increases as the user becomes injured<br> | ||
{{Pro}} If the Rocket Jumper is equipped, the user isn't damaged from this weapon's kill taunt<br> | {{Pro}} If the Rocket Jumper is equipped, the user isn't damaged from this weapon's kill taunt<br> | ||
− | {{Pro}} | + | {{Pro}} +50% Damage Bonus<br> |
− | {{Con}} | + | {{Con}} While Active: -50% less healing from Medic sources |
|- | |- | ||
| align="center" | [[File:Backpack Disciplinary Action.png|100px]]<br> | | align="center" | [[File:Backpack Disciplinary Action.png|100px]]<br> | ||
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{{Pro}} +75% melee range<br> | {{Pro}} +75% melee range<br> | ||
{{Pro}} +50% melee bounds<br> | {{Pro}} +50% melee bounds<br> | ||
− | {{Pro}} On hit ally: Boosts user's speed for | + | {{Pro}} On hit ally: Boosts user's speed for 4 seconds and boosts ally's speed for 4 seconds<br> |
− | |||
{{Con}} -25% damage penalty<br> | {{Con}} -25% damage penalty<br> | ||
− | |||
|- | |- | ||
| align="center" | [[File:Backpack Escape Plan.png|100px]]<br> | | align="center" | [[File:Backpack Escape Plan.png|100px]]<br> | ||
Line 564: | Line 574: | ||
{{Pro}} Added "(Ability) Pyrotechnics"<br> | {{Pro}} Added "(Ability) Pyrotechnics"<br> | ||
::{{Note| Makes debuffs wear off 50% faster}}<br> | ::{{Note| Makes debuffs wear off 50% faster}}<br> | ||
− | {{Pro}} Added " | + | {{Pro}} Added "-80% blast resistance to airblasted projectiles" to all Flare Guns<br> |
{{Pro}} Afterburn damage will now count towards any lifesteal<br> | {{Pro}} Afterburn damage will now count towards any lifesteal<br> | ||
{{Pro}} Airblast will now reset the timer for grenades from Demoman's primaries<br> | {{Pro}} Airblast will now reset the timer for grenades from Demoman's primaries<br> | ||
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{{Con}} +25% pushforce taken from airblast <br> | {{Con}} +25% pushforce taken from airblast <br> | ||
{{Neutral}} While MMMMPH taunting: Gain invulnerable and full knockback resistance | {{Neutral}} While MMMMPH taunting: Gain invulnerable and full knockback resistance | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
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− | |||
− | |||
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− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| align="center" | [[File:Backpack Detonator.png|100px]]<br> | | align="center" | [[File:Backpack Detonator.png|100px]]<br> | ||
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'''[[Thermal Thruster]]''' | '''[[Thermal Thruster]]''' | ||
| align="left" | | | align="left" | | ||
− | + | {{Pro}} Decreased recharge time per charge from 15 seconds to 12 seconds <br> | |
− | + | {{Pro}} Decreased locked holster speed from 0.8 seconds to 0.35 seconds <br> | |
− | |||
− | |||
− | {{Pro}} Decreased recharge time per charge from 15 seconds to | ||
− | |||
− | |||
− | {{Pro}} Decreased locked holster speed from 0.8 seconds to 0. | ||
− | |||
{{Pro}} Added "Extinguish nearby teammates when you launch to restore 30 health to the Pyro"<br> | {{Pro}} Added "Extinguish nearby teammates when you launch to restore 30 health to the Pyro"<br> | ||
{{Pro}} Added "Ignite nearby enemies for 10 seconds when you launch"<br> | {{Pro}} Added "Ignite nearby enemies for 10 seconds when you launch"<br> | ||
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{{Pro}} Added "The user can re-launch while airborne" | {{Pro}} Added "The user can re-launch while airborne" | ||
| | | | ||
− | |||
{{Pro}} Extinguish nearby teammates when you launch to restore 30 health to the Pyro<br> | {{Pro}} Extinguish nearby teammates when you launch to restore 30 health to the Pyro<br> | ||
{{Pro}} Ignite nearby enemies for 10 seconds when you launch<br> | {{Pro}} Ignite nearby enemies for 10 seconds when you launch<br> | ||
{{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. | + | {{Con}} 0.35 second locked holster penalty<br> |
{{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 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 | + | {{Neutral}} This weapon has 2 charges and requires 12 seconds each to recharge<br> |
{{Neutral}} Allowed in Medieval mode | {{Neutral}} Allowed in Medieval mode | ||
|- | |- | ||
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| align="left" | | | align="left" | | ||
{{Pro}} Added "+20% bullet damage resistance on wearer" | {{Pro}} Added "+20% bullet damage resistance on wearer" | ||
+ | {{Pro}} Increased explosive resistance from +30% to +40% | ||
+ | {{Pro}} Added “+40% knockback/pushforce resistance” | ||
+ | {{Con}} Decreased fire resistance from +50% to +40% | ||
| | | | ||
− | {{Pro}} + | + | {{Pro}} +40% fire damage resistance on wearer<br> |
− | {{Pro}} + | + | {{Pro}} +40% explosive damage resistance on wearer<br> |
{{Pro}} +20% bullet damage resistance on wearer<br> | {{Pro}} +20% bullet damage resistance on wearer<br> | ||
{{Neutral}} Alt-fire: Charge toward your enemies to gain a critical melee strike after impacting an enemy<br> | {{Neutral}} Alt-fire: Charge toward your enemies to gain a critical melee strike after impacting an enemy<br> | ||
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'''[[Splendid Screen]]''' | '''[[Splendid Screen]]''' | ||
| align="left" | | | align="left" | | ||
− | |||
− | |||
− | |||
{{Pro}} Added "+10% bullet damage resistance on wearer" | {{Pro}} Added "+10% bullet damage resistance on wearer" | ||
| | | | ||
− | {{Pro}} + | + | {{Pro}} +20% fire damage resistance on wearer<br> |
− | {{Pro}} + | + | {{Pro}} +20% explosive damage resistance on wearer<br> |
{{Pro}} +10% bullet damage resistance on wearer<br> | {{Pro}} +10% bullet damage resistance on wearer<br> | ||
{{Pro}} +50% increase in charge recharge rate<br> | {{Pro}} +50% increase in charge recharge rate<br> | ||
Line 1,050: | Line 1,036: | ||
'''[[Tide Turner]]''' | '''[[Tide Turner]]''' | ||
| align="left" | | | align="left" | | ||
− | {{ | + | {{Pro}} Increased explosive resistance from +15% to +20%"<br> |
− | {{ | + | {{Pro}} Increased explosive resistance from +15% to +20%<br> |
− | {{ | + | {{Pro}} Added "10% bullet resistance"<br> |
− | |||
| | | | ||
− | {{Pro}} | + | {{Pro}} +20% fire damage resistance on wearer<br> |
+ | {{Pro}} +20% explosive damage resistance on wearer<br> | ||
+ | {{Pro}} +10% bullet damage resistance on wearer<br> | ||
{{Pro}} Full turning control while charging<br> | {{Pro}} Full turning control while charging<br> | ||
{{Con}} Taking damage while shield charging reduces remaining charging time<br> | {{Con}} Taking damage while shield charging reduces remaining charging time<br> | ||
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{{Con}} Removed "-40% damage from ranged sources while active"<br> | {{Con}} Removed "-40% damage from ranged sources while active"<br> | ||
{{Pro}} Removed "This weapon holsters 100% slower"<br> | {{Pro}} Removed "This weapon holsters 100% slower"<br> | ||
− | |||
− | |||
{{Pro}} Increased melee vulnerability to +130% from +100%<br> | {{Pro}} Increased melee vulnerability to +130% from +100%<br> | ||
− | {{Pro}} Added "- | + | {{Pro}} Added "-43% damage taken from all sources, except from melee while active"<br> |
{{Con}} Added "-50% healing gained from every healing source or weapon effect while active" | {{Con}} Added "-50% healing gained from every healing source or weapon effect while active" | ||
| | | | ||
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:{{Pro}} -33% damage taken from all sources, except from Melee on wearer<br> | :{{Pro}} -33% damage taken from all sources, except from Melee on wearer<br> | ||
:{{Con}} +130% damage vulnerability from Melee sources on wearer<br> | :{{Con}} +130% damage vulnerability from Melee sources on wearer<br> | ||
− | :{{Con}} - | + | :{{Con}} -40% healing gained from every healing source or weapon effect on wearer |
+ | :{{Con}} This weapon holsters 100% slower | ||
|- | |- | ||
| align="center" | [[File:Backpack Eviction Notice.png|100px]]<br> | | align="center" | [[File:Backpack Eviction Notice.png|100px]]<br> | ||
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{{Pro}} Added "This weapon will reload automatically when not active"<br> | {{Pro}} Added "This weapon will reload automatically when not active"<br> | ||
{{Pro}} Added "User can see their UberCharge percentage while their Primary is active" | {{Pro}} Added "User can see their UberCharge percentage while their Primary is active" | ||
+ | |||
+ | ALL CROSSBOWS: | ||
+ | {{Pro}} Added “Projectile penetrates all players” | ||
+ | {{Pro}} Increased reload speed from 1.6s to 1.2s | ||
+ | {{Con}} -20% healing and damage from all crossbows | ||
+ | |||
|- | |- | ||
|} | |} | ||
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'''[[Syringe Gun]]''' | '''[[Syringe Gun]]''' | ||
| align="left" | | | align="left" | | ||
− | {{Pro}} Added "On hit: | + | {{Pro}} Added "On hit: 2% UberCharge added" |
| | | | ||
− | {{Pro}} On hit: | + | {{Pro}} On hit: 2% UberCharge added<br> |
{{Neutral}} This weapon will reload automatically when not active<br> | {{Neutral}} This weapon will reload automatically when not active<br> | ||
{{Neutral}} User can see their UberCharge percentage while their Primary is active | {{Neutral}} User can see their UberCharge percentage while their Primary is active | ||
Line 1,818: | Line 1,810: | ||
{{Pro}} Increased movement speed while aiming from 80 Hu (73.3% slower than normal) to 100 Hu (66% than normal)<br> | {{Pro}} Increased movement speed while aiming from 80 Hu (73.3% slower than normal) to 100 Hu (66% than normal)<br> | ||
{{Pro}} Increased movement speed while move 66% slower while aiming instead of 73.3% slower<br> | {{Pro}} Increased movement speed while move 66% slower while aiming instead of 73.3% slower<br> | ||
− | |||
− | |||
| | | | ||
'''Damage against players'''<br> | '''Damage against players'''<br> | ||
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{{Neutral}} 150 bodyshot fully charged<br> | {{Neutral}} 150 bodyshot fully charged<br> | ||
{{Con}} 120 headshot uncharged (from 150)<br> | {{Con}} 120 headshot uncharged (from 150)<br> | ||
− | {{Neutral}} | + | {{Neutral}} 360 headshot fully charged<br> |
− | |||
− | |||
− | |||
|- | |- | ||
|} | |} | ||
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'''[[Darwin's Danger Shield]]''' | '''[[Darwin's Danger Shield]]''' | ||
| align="left" | | | align="left" | | ||
− | {{Pro}} Added | + | {{Pro}} Added “+25 maxhealth” <br> |
− | {{ | + | {{Con}} Added “+25% critical damage vulnerability” <br> |
+ | {{Con}} Reduced fire resistance from +50% to +30% <br> | ||
| | | | ||
− | + | {{Pro}} +25 Max health on wearer <br> | |
− | {{Pro}} + | + | {{Pro}} +30% fire damage resistance on wearer<br> |
− | {{Pro}} + | ||
{{Pro}} Immune to the effects of afterburn<br> | {{Pro}} Immune to the effects of afterburn<br> | ||
+ | {{Con}} +25% critical damage vulnerability<br> | ||
{{Neutral}} Allowed in Medieval mode | {{Neutral}} Allowed in Medieval mode | ||
|- | |- | ||
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{{Con}} Removed "No flinching when aiming and fully charged"<br> | {{Con}} Removed "No flinching when aiming and fully charged"<br> | ||
{{Con}} Removed "Knockback decreased by 20% when aiming"<br> | {{Con}} Removed "Knockback decreased by 20% when aiming"<br> | ||
− | + | {{Pro}} Added "Recover 1 bullet for your Primary weapon for every headshot hit with your Primary weapon" | |
− | |||
− | {{Pro}} Added "Recover 1 bullet for your Primary weapon for every | ||
| | | | ||
− | {{Pro}} | + | {{Pro}} +4 health regenerated per second on wearer<br> |
{{Pro}} Recover 1 bullet for your Primary weapon for every 3 headshot hits with your Primary weapon<br> | {{Pro}} Recover 1 bullet for your Primary weapon for every 3 headshot hits with your Primary weapon<br> | ||
{{Neutral}} Allowed in Medieval mode | {{Neutral}} Allowed in Medieval mode | ||
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| align="left" | | | align="left" | | ||
{{Con}} Removed "Dealing damage with this weapon fills a charge meter. Alt-fire when charged to gain mini-crits for all weapons for 8 seconds."<br> | {{Con}} Removed "Dealing damage with this weapon fills a charge meter. Alt-fire when charged to gain mini-crits for all weapons for 8 seconds."<br> | ||
− | {{Pro}} Removed "- | + | {{Con}} Increased clip size penalty from -20% to -40% <br> |
− | {{Pro}} Added "On kill with any weapon: Gain | + | {{Pro}} Removed "-25% slower firing speed"<br> |
+ | {{Pro}} Added "On kill with any weapon: Gain 50% towards the CRIKEY meter. Assist-kills grant 25%."<br> | ||
{{Pro}} Added "Alt-fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds"<br> | {{Pro}} Added "Alt-fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds"<br> | ||
{{Note|Able to gain meter while draining, but at -66% rate}} | {{Note|Able to gain meter while draining, but at -66% rate}} | ||
| | | | ||
− | {{Pro}} On kill with any weapon: Gain | + | {{Pro}} On kill with any weapon: Gain 50% CRIKEY meter. Assist-kills grant 25% meter.<br> |
− | {{Con}} | + | {{Con}} 40% less clip size<br> |
{{Neutral}} Alt-fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds | {{Neutral}} Alt-fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds | ||
|- | |- | ||
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! class="header" width="40%" | Changes | ! class="header" width="40%" | Changes | ||
! class="header" width="40%" | Full new stats | ! class="header" width="40%" | Full new stats | ||
− | |||
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− | |||
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− | |||
− | |||
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|- | |- | ||
| align="center" | [[File:Backpack Enforcer.png|100px]]<br> | | align="center" | [[File:Backpack Enforcer.png|100px]]<br> | ||
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'''[[Enforcer]]''' | '''[[Enforcer]]''' | ||
| align="left" | | | align="left" | | ||
− | |||
{{Con}} Removed "Attacks pierce damage resistance effects and bonuses"<br><br> | {{Con}} Removed "Attacks pierce damage resistance effects and bonuses"<br><br> | ||
− | {{Pro}} Added "Gives | + | {{Pro}} Added "Gives one stealth shots for each kill, two on backstab" |
:{{Note|Stealth shots allows the user to fire this weapon without losing their disguise}} | :{{Note|Stealth shots allows the user to fire this weapon without losing their disguise}} | ||
| | | | ||
− | {{Pro}} Gives | + | {{Pro}} Gives one stealth shots for each kill, two on backstab <br> |
+ | {{Pro}} +20% damage bonus while disguised <br> | ||
{{Con}} 20% slower firing speed<br> | {{Con}} 20% slower firing speed<br> | ||
{{Neutral}} Stealth shots allows the user to fire this weapon without losing their disguise<br> | {{Neutral}} Stealth shots allows the user to fire this weapon without losing their disguise<br> | ||
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'''[[B.A.S.E. Jumper]]''' | '''[[B.A.S.E. Jumper]]''' | ||
| align="left" | | | align="left" | | ||
− | {{Pro}} Added | + | {{Pro}} Added “+10% movespeed on wearer”<br> |
− | {{Pro}} | + | {{Pro}} Added “+20% blast jump resistance on wearer”<br> |
{{Pro}} (Demoman only) Added "When a shield is equipped: User isn't affected by gravity while deployed and charging | {{Pro}} (Demoman only) Added "When a shield is equipped: User isn't affected by gravity while deployed and charging | ||
| | | | ||
− | {{Pro}} | + | {{Pro}} Added “+10% movespeed on wearer” <br> |
− | {{Pro}} | + | {{Pro}} Added “+20% blast jump resistance on wearer” <br> |
{{Con}} Can't re-deploy the Parachute after deploying until the user touches the ground<br> | {{Con}} Can't re-deploy the Parachute after deploying until the user touches the ground<br> | ||
{{Con}} Reduces amount of air strafe control by 50% while deployed<br> | {{Con}} Reduces amount of air strafe control by 50% while deployed<br> | ||
{{Neutral}} Allowed in Medieval mode<br> | {{Neutral}} Allowed in Medieval mode<br> | ||
− | |||
− | |||
{{Neutral}} (Demoman only) When a shield is equipped:<br> | {{Neutral}} (Demoman only) When a shield is equipped:<br> | ||
{{Pro}} User isn't affected by gravity while deployed and charging | {{Pro}} User isn't affected by gravity while deployed and charging | ||
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[http://steamcommunity.com/sharedfiles/filedetails/?id=121889937/ TF2 Workshop link] | [http://steamcommunity.com/sharedfiles/filedetails/?id=121889937/ TF2 Workshop link] | ||
| | | | ||
− | {{Pro}} | + | {{Pro}} On kill with any weapon, reload all weapons <br> |
− | {{Pro}} + | + | {{Pro}} On Wearer: +10% rechargeable recharge rates on wearer <br> |
− | + | {{Con}} -34% clip size | |
− | {{Con}} - | ||
|- | |- | ||
| align="center" | [[File:Shotgun Bride New.png|100px]]<br> | | align="center" | [[File:Shotgun Bride New.png|100px]]<br> | ||
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{{Neutral}} "MANUAL" mode: Your rockets will travel based where you are aiming<br> | {{Neutral}} "MANUAL" mode: Your rockets will travel based where you are aiming<br> | ||
{{Neutral}} Your rockets have special damage falloff and rampup numbers that are based per rocket and how long it's been traveling<br> | {{Neutral}} Your rockets have special damage falloff and rampup numbers that are based per rocket and how long it's been traveling<br> | ||
− | {{Neutral}} Achieving max distance for everything requires | + | {{Neutral}} Achieving max distance for everything requires 1600 Hu |
|- | |- | ||
| align="center" | [[File:Dragon Hunter.png|100px]]<br> | | align="center" | [[File:Dragon Hunter.png|100px]]<br> | ||
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{{Pro}} Wearer performs an earthquake after landing an explosive jump<br> | {{Pro}} Wearer performs an earthquake after landing an explosive jump<br> | ||
{{Pro}} -80% fall damage taken on wearer<br> | {{Pro}} -80% fall damage taken on wearer<br> | ||
− | {{Pro}} - | + | {{Pro}} -20% blast damage to self on wearer<br> |
− | {{Neutral}} Earthquake radius is | + | {{Neutral}} Earthquake radius is 292 Hu. Earthquake damage is based on fall damage taken, but increased by x400%. There is no damage cap, plus no damage falloff. Requires line of sight to damage enemies. |
|- | |- | ||
|} | |} | ||
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[https://steamcommunity.com/sharedfiles/filedetails/?id=250/ TF2 Workshop link] | [https://steamcommunity.com/sharedfiles/filedetails/?id=250/ TF2 Workshop link] | ||
| | | | ||
+ | {{Pro}} +25% faster deploy speed<br> | ||
{{Pro}} On hit burning enemy: Generate +50% souls<br> | {{Pro}} On hit burning enemy: Generate +50% souls<br> | ||
{{Pro}} Souls increase fire damage dealt with all weapons (up to double)<br> | {{Pro}} Souls increase fire damage dealt with all weapons (up to double)<br> | ||
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| | | | ||
{{Pro}} 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 are increased.<br> | {{Pro}} 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 are increased.<br> | ||
− | {{Pro}} - | + | {{Pro}} -50% reduction in push force taken from airblasts<br> |
− | {{Neutral}} Earthquake radius is 292 Hu. Earthquake damage is based on | + | {{Neutral}} {{Neutral}} Earthquake radius is 292 Hu. Earthquake damage is based on fall damage taken, but increased by x400%. There is no damage cap, plus no damage falloff. Requires line of sight to damage enemies. |
|- | |- | ||
| align="center" | [[File:Drunkard Wrath.png|100px]]<br> | | align="center" | [[File:Drunkard Wrath.png|100px]]<br> | ||
Line 2,767: | Line 2,738: | ||
| | | | ||
{{Pro}} While charging: User can't be damaged or seen (by enemy players and Sentry Guns)<br> | {{Pro}} While charging: User can't be damaged or seen (by enemy players and Sentry Guns)<br> | ||
− | |||
{{Con}} You can't stop charging unless you collide with an enemy, against a wall, or naturally stopping.<br> | {{Con}} You can't stop charging unless you collide with an enemy, against a wall, or naturally stopping.<br> | ||
− | {{Con}} - | + | {{Con}} -20% decreased in charge recharge rate<br> |
− | {{Con}} - | + | {{Con}} -50% charge impact damage<br> |
{{Neutral}} Added "Full turning control, but charge impacts only grant mini-crit melee strikes"<br> | {{Neutral}} Added "Full turning control, but charge impacts only grant mini-crit melee strikes"<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 | ||
Line 2,782: | Line 2,752: | ||
{{Pro}} On kill with any weapon: +2 stacks. Assist-kills grant +1 stack.<br> | {{Pro}} On kill with any weapon: +2 stacks. Assist-kills grant +1 stack.<br> | ||
{{Pro}} 35% of all damage done is returned as health<br> | {{Pro}} 35% of all damage done is returned as health<br> | ||
− | {{Pro}} On death: Heal ( | + | {{Pro}} On death: Heal (10% per stack with no overhealing) nearby teammates (1200 Hu) based on the number of stacks (up to 10)<br> |
− | {{Con}} - | + | {{Con}} -20% damage dealt on wearer |
|- | |- | ||
| align="center" | [[File:Assault Battering Ram.png|100px]]<br> | | align="center" | [[File:Assault Battering Ram.png|100px]]<br> | ||
Line 2,791: | Line 2,761: | ||
[https://steamcommunity.com/sharedfiles/filedetails/?id=107856442 TF2 Workshop link] | [https://steamcommunity.com/sharedfiles/filedetails/?id=107856442 TF2 Workshop link] | ||
| | | | ||
− | {{Pro}} Once the charge meter is | + | {{Pro}} Once the charge meter is 33% drained, apply stun and knockback on shield impact with the duration/amount based on charge drained<br> |
− | {{Pro}} + | + | {{Pro}} +20% fire damage resistance on wearer<br> |
+ | {{Pro}} +20% explosive damage resistance on wearer<br> | ||
+ | {{Pro}} +10% bullet damage resistance on wearer | ||
|- | |- | ||
| align="center" | [[File:Landlubbers Landmine.png|100px]]<br> | | align="center" | [[File:Landlubbers Landmine.png|100px]]<br> | ||
Line 2,928: | Line 2,900: | ||
{{Con}} Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br> | {{Con}} Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br> | ||
When weapon is active:<br> | When weapon is active:<br> | ||
− | :{{Pro}} Requires | + | :{{Pro}} Requires 260 Melee damage dealt to charge meter<br> |
:{{Pro}} When full: Press RELOAD or SPECIAL-ATTACK to gain the ability to swim in the air for 10 seconds<br> | :{{Pro}} When full: Press RELOAD or SPECIAL-ATTACK to gain the ability to swim in the air for 10 seconds<br> | ||
:{{Pro}} While *wet* or when meter is active: Gain +25% move speed and +25% firing speed<br> | :{{Pro}} While *wet* or when meter is active: Gain +25% move speed and +25% firing speed<br> | ||
− | :{{Con}} While not *wet*: | + | :{{Con}} While not *wet*: -20% firing speed<br> |
:{{Con}} Cannot switch away when meter is active<br> | :{{Con}} Cannot switch away when meter is active<br> | ||
:{{Neutral}} Able to gain meter while draining, but at -50% rate | :{{Neutral}} Able to gain meter while draining, but at -50% rate | ||
Line 2,989: | Line 2,961: | ||
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When weapon is active:<br> | When weapon is active:<br> | ||
− | :{{Pro}} Press PRIMARY-FIRE to boost all of your active buildings for | + | :{{Pro}} Press PRIMARY-FIRE to boost all of your active buildings for 5 seconds at the cost of 100 metal<br> |
:{{Con}} While boosting your buildings: Cannot switch away and buildings cannot be upgraded or repaired<br> | :{{Con}} While boosting your buildings: Cannot switch away and buildings cannot be upgraded or repaired<br> | ||
− | |||
:{{Con}} Cannot carry buildings<br> | :{{Con}} Cannot carry buildings<br> | ||
:{{Neutral}} 30 second cooldown after the boost is used<br> | :{{Neutral}} 30 second cooldown after the boost is used<br> | ||
− | :{{Neutral}} While boosting your buildings: Sentry damage/range are increased by | + | :{{Neutral}} While boosting your buildings: Sentry damage/range are increased by 50%, Dispenser range/healing are increased by 100%, and Teleporter recharge rate is decreased by 100% |
|- | |- | ||
| align="center" | [[File:Swifty Swiper.png|100px]]<br> | | align="center" | [[File:Swifty Swiper.png|100px]]<br> | ||
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[http://steamcommunity.com/sharedfiles/filedetails/?id=1267/ TF2 Workshop link] | [http://steamcommunity.com/sharedfiles/filedetails/?id=1267/ TF2 Workshop link] | ||
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− | {{Pro}} Press and hold PRIMARY-FIRE: While looking at health and ammo packs, the packs will attract towards you within | + | {{Pro}} Press and hold PRIMARY-FIRE: While looking at health and ammo packs, the packs will attract towards you within 3000 Hu that will stay in place for 15 seconds<br> |
{{Pro}} Press and hold ALT-FIRE: While looking directly at your Dispenser at any distance, this will transfer metal to yourself<br> | {{Pro}} Press and hold ALT-FIRE: While looking directly at your Dispenser at any distance, this will transfer metal to yourself<br> | ||
+ | {{Pro}} +10% metal from all sources on wearer | ||
{{Neutral}} For each 1 second used, requires 3 seconds to recover and takes 10 seconds to empty the attraction meter. Any pack requries line of sight to drag.<br> | {{Neutral}} For each 1 second used, requires 3 seconds to recover and takes 10 seconds to empty the attraction meter. Any pack requries line of sight to drag.<br> | ||
{{Neutral}} There is a 3 second cooldown when attraction is stopped. While in spawn, the attraction is disabled and entering spawn triggers the 3 second cooldown. | {{Neutral}} There is a 3 second cooldown when attraction is stopped. While in spawn, the attraction is disabled and entering spawn triggers the 3 second cooldown. | ||
Line 3,013: | Line 2,985: | ||
[https://steamcommunity.com/sharedfiles/filedetails/?id=229535075/ TF2 Workshop link] | [https://steamcommunity.com/sharedfiles/filedetails/?id=229535075/ TF2 Workshop link] | ||
| | | | ||
− | {{Pro}} + | + | {{Pro}} +50% deploy speed<br> |
− | {{Pro}} + | + | {{Pro}} +50% reload speed<br> |
{{Pro}} On third hit without missing: Guaranteed critical bullets<br> | {{Pro}} On third hit without missing: Guaranteed critical bullets<br> | ||
{{Con}} -75% clip size<br> | {{Con}} -75% clip size<br> | ||
Line 3,023: | Line 2,995: | ||
{{Con}} 100% less accurate<br> | {{Con}} 100% less accurate<br> | ||
{{Con}} -90% damage penalty | {{Con}} -90% damage penalty | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| align="center" | [[File:Jupiter.png|100px]]<br> | | align="center" | [[File:Jupiter.png|100px]]<br> | ||
Line 3,045: | Line 3,005: | ||
{{Pro}} Firing speed increases as metal supply decreases<br> | {{Pro}} Firing speed increases as metal supply decreases<br> | ||
{{Pro}} Shot penetrate all enemies<br> | {{Pro}} Shot penetrate all enemies<br> | ||
− | {{Con}} - | + | {{Pro}} +25% damage bonus<br> |
+ | {{Con}} -50% clip size bonus<br> | ||
{{Con}} 50% slower base firing speed<br> | {{Con}} 50% slower base firing speed<br> | ||
{{Con}} While active: -100% metal from all sources | {{Con}} While active: -100% metal from all sources | ||
Line 3,109: | Line 3,070: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=634068461/ TF2 Workshop link] | [http://steamcommunity.com/sharedfiles/filedetails/?id=634068461/ TF2 Workshop link] | ||
| | | | ||
− | {{Pro}} | + | {{Pro}} Mini crits on Headshot<br> |
− | {{ | + | {{Pro}} Shot penetrates all enemies<br> |
− | {{Con}} | + | {{Con}} -20% damage penalty<br> |
{{Neutral}} This weapon will reload automatically when not active<br> | {{Neutral}} This weapon will reload automatically when not active<br> | ||
+ | {{Neutral}} Does not have inverted falloff<br> | ||
{{Neutral}} Allowed in Medieval mode | {{Neutral}} Allowed in Medieval mode | ||
|- | |- | ||
Line 3,141: | Line 3,103: | ||
{{Con}} No headshots<br> | {{Con}} No headshots<br> | ||
{{Neutral}} This weapon will reload automatically when not active<br> | {{Neutral}} This weapon will reload automatically when not active<br> | ||
+ | {{Neutral}} Does not have inverted falloff<br> | ||
{{Neutral}} Allowed in Medieval mode | {{Neutral}} Allowed in Medieval mode | ||
|- | |- | ||
Line 3,234: | Line 3,197: | ||
{{Pro}} 25% max primary ammo on wearer.<br> | {{Pro}} 25% max primary ammo on wearer.<br> | ||
{{Pro}} Applies knockback to the target and increases based on charge. Knockback increases on headshot.<br> | {{Pro}} Applies knockback to the target and increases based on charge. Knockback increases on headshot.<br> | ||
− | {{Pro}} Arrows can bounce up to | + | {{Pro}} Shot penetrates all enemies <br> |
+ | {{Pro}} Arrows can bounce up to 3 times<br> | ||
{{Neutral}} Charging increases projectile speed instead of damage<br> | {{Neutral}} Charging increases projectile speed instead of damage<br> | ||
{{Neutral}} Bodyshots deal 40 damage and headshots deal 120 damage | {{Neutral}} Bodyshots deal 40 damage and headshots deal 120 damage |
Revision as of 22:44, 4 August 2023
“ | Yes. I like this new weapon.
Click to listen
— The Heavy
|
” |
Custom Weapons, also known as Custom TF2 Weapons or 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. There is no loadout viewer nor a drop system, all weapons are immediately available to the player. Additionally, the mod has made changes to existing official weapons with the intention of creating more balanced and fun weapons.
Contents
Official server list
Clicking on these will start up the game and connect to the server automatically
Custom Weapons | US
List of changes to official weapons
General changes
These changes are in effect on every official Custom Weapons servers:
- Random critical hits are turned off.
- Fixed bullet spread is enabled.
- Consistent fall damage is enabled.
- Removed the 10 second teammate outlines after respawning.
- Added "While on fire: -33% health received from all healing sources" to all fire sources
Speed changes
Speed boosts - number changes | |||
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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 changes
Modified official weapons | ||
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Weapon | Changes | Full new stats |
![]() Primary |
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![]() Primary |
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![]() Primary |
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![]() Secondary |
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When weapon is active:
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![]() Secondary |
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![]() Melee |
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![]() Melee |
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![]() Melee |
-Added "On kill with any weapon: +2 jumps stored. Assist-kills grant +1 jump."
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Soldier changes
Banner changes | |
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Changes | |
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Modified official weapons | ||
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Weapon | Changes | Full New Stats |
![]() Primary |
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![]() Primary |
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![]() Primary |
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![]() Primary |
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100px Primary |
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![]() Primary |
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![]() Secondary |
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![]() Melee |
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![]() Melee |
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![]() Melee |
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When weapon is active:
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Pyro changes
Class changes | |
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Changes | Full new stats |
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(Ability) Pyrotechnics |
Modified official weapons | ||
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Weapon | Changes | Full new stats |
![]() Primary |
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![]() Primary |
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![]() Primary |
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![]() Secondary |
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![]() Melee |
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![]() Melee |
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![]() Melee |
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![]() Melee |
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![]() Melee |
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![]() Melee |
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Demoman changes
Class changes | |
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Changes | Full new stats |
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(Ability) Spawns a Dynamite Pack on Death |
Grenade Launcher changes |
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Stickybomb Launcher changes |
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Shield changes |
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Modified official weapons | ||
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Weapon | Changes | Full new stats |
![]() Primary |
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![]() Primary |
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![]() Secondary |
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![]() Melee |
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![]() Melee |
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![]() Melee |
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When weapon is active:
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![]() Melee |
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![]() Melee |
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Heavy changes
Class changes | |
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Changes | Full new stats |
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Minigun changes |
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Lunchbox weapons changes |
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Modified official weapons | ||
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Weapon | Changes | Full new stats |
![]() Primary |
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![]() Primary |
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![]() Primary |
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![]() Secondary |
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![]() Melee |
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![]() |
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![]() Melee |
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When weapon is active:
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![]() Melee |
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When weapon is active:
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![]() Melee |
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Engineer changes
Modified official weapons | ||
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Weapon | Changes | Full new stats |
![]() Primary |
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![]() Primary |
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![]() Secondary |
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![]() Secondary |
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![]() Melee |
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![]() Melee |
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![]() Melee |
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![]() Melee |
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Medic changes
Primary changes | |
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Weapon | Changes |
ALL CROSSBOWS:
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Secondary changes | |
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Changes | Full new stats |
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Modified official weapons | ||
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Weapon | Changes | Full new stats |
![]() Primary |
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![]() Primary |
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![]() Primary |
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![]() Primary |
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![]() Secondary |
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When weapon is active:
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![]() Melee |
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Sniper changes
Class changes | |
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Changes | Full new stats |
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(Ability) Precision Elimination |
Rifle changes | |
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Changes | New damage numbers |
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Damage against players |
Modified official weapons | ||
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Weapon | Changes | Full new stats |
![]() Primary |
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![]() Primary |
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![]() Primary |
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![]() Primary |
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![]() Primary |
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![]() Secondary |
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![]() Melee |
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Spy changes
Class changes | |
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Changes | Full new stats |
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Able to see enemy health (and enemy UberCharge percentage) |
Modified official weapons | ||
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Weapon | Changes | Full new stats |
![]() Secondary |
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![]() Secondary |
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![]() Melee |
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![]() Melee |
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![]() Melee |
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![]() Melee |
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![]() Secondary PDA |
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![]() Secondary PDA |
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![]() Secondary PDA |
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![]() Building |
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![]() Building |
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Multi-class weapon changes
Modified official weapons | ||
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Weapon | Changes | Full new stats |
![]() Secondary |
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![]() Melee |
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When weapon is active & while doing the objective:
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![]() Melee |
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![]() Primary |
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![]() Primary |
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Custom weapons
The following custom weapons are available on the official Custom Weapons servers.
Custom Scout weapons
Custom weapons | ||
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Weapon | Model link | Stats |
100px Primary |
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100px Primary |
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100px Primary |
N/A |
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100px Primary |
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100px Secondary |
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100px Secondary |
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100px Secondary |
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100px Melee |
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100px Melee |
N/A |
When weapon is active:
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100px Melee |
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Custom Soldier weapons
Custom weapons | ||
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Weapon | Model link | Stats |
100px Primary |
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100px Primary |
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![]() Secondary |
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Custom Pyro weapons
Custom weapons | ||
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Weapon | Model link | Stats |
100px Secondary |
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100px Secondary |
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![]() Secondary |
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100px Secondary |
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100px Melee |
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100px Melee |
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100px Melee |
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100px Melee |
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100px Melee |
When weapon is active:
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Custom Demoman weapons
Custom weapons | ||
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Weapon | Model link | Stats |
100px Primary |
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100px Primary |
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100px Primary |
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100px Primary |
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100px Secondary |
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100px Secondary |
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100px Secondary |
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100px Secondary |
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100px Secondary |
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100px Secondary |
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100px Melee |
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100px Melee |
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Custom Heavy weapons
Custom weapons | ||
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Weapon | Model link | Stats |
100px Primary |
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100px Primary |
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100px Primary |
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100px Secondary |
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100px Secondary |
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100px Secondary |
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100px Melee |
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100px Melee |
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100px Melee |
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100px Melee |
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Custom Engineer weapons
Custom weapons | ||
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Weapon | Model link | Stats |
100px Primary |
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100px Secondary |
When weapon is active:
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100px Secondary |
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100px Secondary |
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100px Secondary |
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100px Melee |
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Custom buildings | ||
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Building | Stats | |
Mini-Dispenser |
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Mini-Teleporter |
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Custom Medic weapons
Custom weapons | ||
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Weapon | Model link | Stats |
100px Primary |
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100px Primary |
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100px Primary |
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100px Primary |
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100px Primary |
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100px Secondary |
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100px Secondary |
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100px Melee |
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100px Melee |
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Custom Sniper weapons
Custom weapons | ||
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Weapon | Model link | Stats |
100px Primary |
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100px Primary |
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100px Primary |
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100px Secondary |
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100px Secondary |
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100px Secondary |
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100px Secondary |
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100px Melee |
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100px Melee |
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Custom Spy weapons
Custom weapons | ||
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Weapon | Model link | Stats |
100px Secondary |
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100px Melee |
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100px Melee |
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100px PDA 1 |
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100px PDA 1 |
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100px PDA 1 |
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![]() PDA 2 |
N/A |
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![]() PDA 2 |
N/A |
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![]() PDA 2 |
N/A |
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Custom multi-class weapons
Custom weapons | ||
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Weapon | Model link | Stats |
100px (Secondary) Soldier and Pyro |
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100px (Primary) Engineer |
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100px (Primary) Engineer |
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Current team members
Chdata - Main Plugin Developer
Crafting - Community Owner, Server Owner, YouTube, Steam Group, Weapon Demonstrator, and Wiki editor/contributor
Sophie - Community Lead, Server Manager, Youtube, and Steam Group
Porygon - Developer
Agent Silver - Developer
Lucky Luigi - Developer
Former team members
Karma Charger - Team Fortress 2 Wiki Contributor and Weapon Demonstrator
MasterOfTheXP - Original Author and Main Plugin Developer
Theray070696 - Coding Developer & Main Plugin Developer
Shadow Mario - Developer
Deathreus - Developer
Naleksuh - Developer
CHAWLZ - Developer
404UNF - Developer
Pikachu - Developer
Orion - Developer
The655 - Developer
Nergal - Developer
Bugs
- The more custom weapons you equip, certain cosmetics will disappear from your player model. It only disappears on your screen, and other players can 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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