Difference between revisions of "User:SofiPandaRights/Custom Weapons"
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'''NOTE''': If the Sapper is removed within the 10 seconds, that building is still highlighted for the remainder of the duration | '''NOTE''': If the Sapper is removed within the 10 seconds, that building is still highlighted for the remainder of the duration | ||
| | | | ||
− | {{Pro}}Press SPECIAL-ATTACK while active to throw your Sapper that will very slowly drain any offhand ammo for any enemy within | + | {{Pro}}Press SPECIAL-ATTACK while active to throw your Sapper that will very slowly drain any offhand ammo for any enemy within 900 Hu even through walls<br> |
'''NOTE''': 5% per second for Primary weapons, 2.5% per second for Secondary Weapons, and 5% per second for metal supplies<br><br> | '''NOTE''': 5% per second for Primary weapons, 2.5% per second for Secondary Weapons, and 5% per second for metal supplies<br><br> | ||
− | {{ | + | {{Pro}}Enemies within 450 Hu will lose twice as much<br> |
'''NOTE''': 10% per second for Primary weapons, 5% per second for Secondary Weapons, and 10% per second for metal supply<br><br> | '''NOTE''': 10% per second for Primary weapons, 5% per second for Secondary Weapons, and 10% per second for metal supply<br><br> | ||
− | {{Neutral}}Sappers | + | {{Neutral}}Thrown Sappers will stay active for 60 seconds, until manually destroyed by the user, until destroyed by an enemey, whenever the user dies, or after throwing a new one<br><br> |
− | {{Neutral}}30 second cooldown starts once | + | {{Neutral}}Thrown Sappers will emit a sound and outline through walls to any enemies within the overall radius<br><br> |
− | '''NOTE''': | + | {{Neutral}}30 second cooldown starts once destroyed<br> |
− | {{Con}}While cloaked: User can't throw out nor destroy the Sapper | + | '''NOTE''': While a Sapper is on the ground, the user is unable to Sap a building<br><br> |
− | {{Con}}- | + | {{Con}}While cloaked: User can't throw out nor destroy the Sapper<br><br> |
+ | {{Con}}-75% Sapper health penalty when thrown<br><br> | ||
{{Neutral}}Other friendly Spies can place Sappers within the radius of each other, but the ammo draining effect will have diminishing stacking<br> | {{Neutral}}Other friendly Spies can place Sappers within the radius of each other, but the ammo draining effect will have diminishing stacking<br> | ||
'''NOTE''': If 2 or more radius overlap, it increases by 50% (instead of adding together) | '''NOTE''': If 2 or more radius overlap, it increases by 50% (instead of adding together) |
Revision as of 21:33, 2 April 2021
“ | 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. Additionally, 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. Additionally, 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 additional 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 additional changes in "Soldier - Banner Changes" tab |
+30 max health on wearer |
Secondary |
-See additional 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" |
Deals crits while the wielder is 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 additional changes in "Pyro - Class Changes" tab |
Extinguishing teammates restores 20 health |
Primary |
-Removed "100% critical hits from behind" |
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 additional 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 additional 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 additional 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: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grants 10%. |
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 additional 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" |
+1 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 additional changes in "Heavy - Shotgun Changes" tab |
|
Secondary |
-See additional 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) Supply Vision" |
(Ability) Supply Vision |
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 additional 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 additional 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 attached 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 additional 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 |
-Moved "No flinching when aiming and fully charged" to the Sniper class |
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) Uncloak & Dagger" |
(Ability) Able to see enemy health (and enemy UberCharge percentage) |
Spy - Knives Changes/Additions |
---|
-Added "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 your Sapper that will very slowly drain any offhand ammo for any enemy within 900 Hu even through walls |
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 additional 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 additional 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 |
Creates an 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, a grapple hook, by the Detonator, or the Thermal Thrusters | |
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 additional 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 |
PRIMARY-ATTACK: User can walk around while eating and the meter is not used | |
100px Secondary |
On consumption: Gain debuff immunity for 15 seconds. If a debuff is attempted to be applied to the user during the immunity time, then instead recover 50 health. Fire sources recover 3 health. | |
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. Assist-kills grants +1 stack. | |
100px Secondary |
When weapon is active:
| |
100px Secondary |
When weapon is active:
| |
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 healing source or weapon effect by 20% for 4 seconds | |
100px Primary |
Fires special bolts that applies knockback. Gain more knockback for each 25% of UberCharge you have. | |
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 |
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. Additionally, 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 a cloudy explosion (292 Hu) to deal damage to nearby enemies (up to 90 damage) and to yourself (half as much), but doesn't trigger if the meter is above 50% meter. The explosion's damage increases the lower the cloak meter is. The explosion can't be used again until the cloak meter is fully recharged. |
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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