Difference between revisions of "User:SofiPandaRights/Custom Weapons/es"
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| align="left" | | | align="left" | | ||
− | - | + | -Todos los servidores oficiales de CTF2W tienen Criticos Aleatorios desactivados.<br><br> |
− | - | + | -Todos los servidores oficiales de CTF2W tienen la dispersión de bala fija activada.<br><br> |
− | - | + | -Se ha eliminado el contorno que rodea a tus aliados que dura 10s al reaparecer.<br><br> |
− | - | + | -Se redujo la bonificación de rango cuerpo a cuerpo a +33% de +37% para todas las espadas.<br><br> |
− | - | + | -Se eliminó la "penalización de velocidad de -100% de guardado" para todas las espadas.<br><br> |
− | - | + | -Corrección de errores: los jugadores ahora recuperarán el control del ataque aéreo después de ser disparados por un lanzallamas<br> |
− | ''' | + | '''NOTA''': En el juego estándar, disparar a un objetivo con aire hará que el jugador objetivo tenga menos control aéreo y de apoyo durante un breve período. Esta condición está permanentemente en el jugador hasta que muere o se elimina después de tocar un reabastecimiento.<br><br> |
− | - | + | -Agregado "Mientras estás en llamas: -33% de salud recibida de todas las fuentes de curación."<br> |
− | ''' | + | '''NOTA''': Se eliminó la estadística "El daño directo reducirá la curación de la pistola médica y la resistencia del escudo en un 25 %" en todos los lanzallamas.<br> |
− | ''' | + | '''NOTA''': Cualquier arma y/o efecto que pueda prender fuego a los enemigos se verá afectado por esta nueva desventaja.<br><br> |
− | - | + | -Se agregó "Los paquetes de salud no eliminan el efecto de hemorragia."<br> |
− | ''' | + | '''NOTA''': Los usuarios aún pueden curarse al recogerlos, pero la hemorragia continuará.<br><br> |
− | - | + | -El daño de postcombustión ahora contará para cualquier efecto de robo de vida.<br> |
− | ''' | + | '''NOTA''': Hemorragia ya estaba recibiendo los beneficios del robo de vida.<br><br> |
− | - | + | -Agregado "Al matar cuerpo a cuerpo: caerá un paquete de munición grande en lugar de un paquete mediano".<br> |
− | ''' | + | '''NOTA''': Las muertes por impacto de escudo contarán para esto.<br> |
− | ''' | + | '''NOTA''': Las muertes relacionadas con cuchillos no contarán para esto.<br><br> |
− | - | + | -Agregado "Al matar cuerpo a cuerpo: gana un 10% de la salud base."<br> |
− | ''' | + | '''NOTA''': Esto puede sobrecurar.<br> |
− | ''' | + | '''NOTA''': Las muertes por impacto de escudo contarán para esto.<br> |
− | ''' | + | '''NOTA''': Las muertes relacionadas con cuchillos no contarán para esto.<br> |
− | ''' | + | '''NOTA''': No incluye la Katana del Medio Zatoichi.<br><br> |
− | - | + | -Reducción de los efectos de robo de vida al 33%.<br> |
− | ''' | + | '''NOTA''': Reduce el efecto del Conchistador del 35%.<br> |
− | ''' | + | '''NOTA''': Reduce el efecto de La Leche Loca del 60%<br> |
− | ''' | + | '''NOTA''': cualquier efecto de robo de vida personalizado es del 33% (a menos que se especifique lo contrario)<br><br> |
− | - | + | -Disminuyó el aumento de movimiento de los efectos de aumento de velocidad y/o armas<br> |
− | ''' | + | '''NOTA''': Esto incluye principalmente a el Conchistadorr y la Acción Disciplinaria<br> |
− | ''' | + | '''NOTA''': La lista de cambios porcentuales para todas las clases se enumeran en la pestaña "Incrementos de Velocidad - Cambios Numericos" a continuación |
|- | |- | ||
|} | |} | ||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
− | ! colspan="4" class="header" | | + | ! colspan="4" class="header" | Incrementos de Velocidad - Cambios Numericos |
|- | |- | ||
− | ! class="header" width="16%" | | + | ! class="header" width="16%" | Clase |
− | ! class="header" width="28%" | Original | + | ! class="header" width="28%" | Velocidad Original (HU/s) |
− | ! class="header" width="28%" | | + | ! class="header" width="28%" | Nueva Velocidad Incrementada (HU/s) |
− | ! class="header" width="28%" | | + | ! class="header" width="28%" | Vieja Velocidad Incrementada (HU/s) |
|- | |- | ||
| align="left" | | | align="left" | | ||
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{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
− | ! colspan="2" class="header" | Scout - | + | ! colspan="2" class="header" | Scout - Cambios de Clase |
|- | |- | ||
− | ! class="header" width="50%" | | + | ! class="header" width="50%" | Cambios |
− | ! class="header" width="50%" | | + | ! class="header" width="50%" | Nuevas Habilidades |
|- | |- | ||
<!-- SCOUT CLASS --> | <!-- SCOUT CLASS --> | ||
| align="left" | | | align="left" | | ||
− | - | + | -Añadido "(Habilidad) Manos Rapidas"<br> |
− | ''' | + | '''NOTA''': Otorga un +33% de velocidad de cambio de armas al portador |
| | | | ||
− | ( | + | (Habilidad) Manos Rapidas<br> |
− | ( | + | (Habilidad) Salto Doble<br> |
− | ( | + | (Habilidad) +1 velocida de captura al portador |
|- | |- | ||
|} | |} | ||
{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
− | ! colspan="3" class="header" | Scout - | + | ! colspan="3" class="header" | Scout - Armas Oficiales Modificadas |
|- | |- | ||
− | ! class="header" width="20%" | | + | ! class="header" width="20%" | Arma |
− | ! class="header" width="40%" | | + | ! class="header" width="40%" | Cambios |
− | ! class="header" width="40%" | | + | ! class="header" width="40%" | Nuevas Habilidades |
|- | |- | ||
| align="center" | [[File:Backpack_Scattergun.png|100px]]<br> | | align="center" | [[File:Backpack_Scattergun.png|100px]]<br> | ||
− | <small> | + | <small>Primaria</small><br> |
− | '''[[ | + | '''[[Escopeta]]''' |
| align="left" | | | align="left" | | ||
− | ''' | + | '''SIN CAMBIOS''' |
| | | | ||
− | ''' | + | '''SIN CAMBIOS''' |
|- | |- | ||
| align="center" | [[File:Backpack_Force-A-Nature.png|100px]]<br> | | align="center" | [[File:Backpack_Force-A-Nature.png|100px]]<br> | ||
− | <small> | + | <small>Primaria</small><br> |
− | '''[[ | + | '''[[Dispensadora de Caña]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Se eliminó "+20% balas por disparo"<br><br> |
− | - | + | -Se eliminó "-10% de daño"<br><br> |
− | - | + | -Se agregó un "tiempo de recarga 4% más lento" oculto para que coincida con el tiempo de recarga base de la Paratenseco |
| | | | ||
− | {{Pro}} | + | {{Pro}}Empuja al objetivo y al tirador<br> |
− | {{Pro}}+50% | + | {{Pro}}+50% velocidad de disparo<br> |
− | {{Con}}-66% | + | {{Con}}-66% tamaño de cargador<br> |
− | {{Neutral}} | + | {{Neutral}}El empuje aplicado al enemigo se basa en el daño causado<br> |
− | {{Neutral}} | + | {{Neutral}}Esta arma recarga todo su cargador a la vez, pero la munición de reserva se pierde si el cargador no está vacío al recargar |
|- | |- | ||
| align="center" | [[File:Backpack_Shortstop.png|100px]]<br> | | align="center" | [[File:Backpack_Shortstop.png|100px]]<br> | ||
− | <small> | + | <small>Primaria</small><br> |
− | '''[[ | + | '''[[Paratenseco]]''' |
| align="left" | | | align="left" | | ||
− | - | + | -Añadido "Cuando el arma está activa: +20% de bonificación de curación de todas las fuentes"<br><br> |
− | - | + | -Añadido "Cuando el arma está activa y mientras se hace el objetivo: Gana +25% de bonificación de curación adicional"<br><br> |
− | - | + | -Se aumentó la fuerza de empuje de +20% a +25%, pero solo se aplica "Cuando el arma está activa y mientras se hace el objetivo"<br><br> |
− | - | + | -Se incrementó la bonificación de tasa de fuego oculta de +42% a +50%<br><br> |
− | - | + | -Se incrementó el daño en un 8.333% |
| | | | ||
− | {{Pro}} | + | {{Pro}}Cuando el arma está activa: +20% de bonificación de curación de todas las fuentes<br> |
− | {{Pro}} | + | {{Pro}}Cuando el arma está activa y mientras se hace el objetivo: Gana +25% de bonificación de curación adicional<br> |
− | {{Con}} | + | {{Con}}Cuando el arma está activa y mientras se hace el objetivo: +25% de aumento en la fuerza de empuje recibido por daño y aire comprimido<br> |
− | {{Neutral}} | + | {{Neutral}}Esta arma es mejor usada a media distancia o larga distancia<br> |
− | {{Neutral}} | + | {{Neutral}}¡Disparo secundario para empujar a tu objetivo!<br><br> |
− | :''' | + | :'''ETSADISTICAS OCULTAS'''<br> |
− | {{Pro}}+100.08333% | + | {{Pro}}+100.08333% de daño<br> |
− | {{Pro}}+50% | + | {{Pro}}+50% velocidad de disparo<br> |
− | {{Pro}}40% | + | {{Pro}}+40% de presicion<br> |
− | {{Con}}50% | + | {{Con}}50% tiempo de recarga más lento<br> |
− | {{Con}}-60% | + | {{Con}}-60% balas por disparo<br> |
− | {{Con}}-34% | + | {{Con}}-34% tamaño de cargador |
|- | |- | ||
| align="center" | [[File:Backpack_Soda_Popper.png|100px]]<br> | | align="center" | [[File:Backpack_Soda_Popper.png|100px]]<br> | ||
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'''[[Soda Popper]]''' | '''[[Soda Popper]]''' | ||
| align="left" | | | align="left" | | ||
− | - | + | -Se eliminó "25% faster reload time"<br><br> |
-Reduced the damage required for Primary/Secondary/Melee to fully charge<br> | -Reduced the damage required for Primary/Secondary/Melee to fully charge<br> | ||
'''NOTE''': This will reduce Primary damage required to 280 from 395<br> | '''NOTE''': This will reduce Primary damage required to 280 from 395<br> | ||
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{| class="wikitable grid collapsible autocollapse" width="100%" | {| class="wikitable grid collapsible autocollapse" width="100%" | ||
− | ! colspan="3" class="header" | Spy - | + | ! colspan="3" class="header" | Spy - Armas Personalizadas |
|- | |- | ||
! class="header" width="20%" | Weapon | ! class="header" width="20%" | Weapon | ||
Line 4,447: | Line 4,447: | ||
|- | |- | ||
| align="center" | [[File:Infection.png|100px]]<br> | | align="center" | [[File:Infection.png|100px]]<br> | ||
− | <small> | + | <small>Cuerpo a Cuerpo</small><br> |
− | ''' | + | '''La Infeccion''' |
| align="left" | | | align="left" | | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=99908102/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=99908102/ TF2 Workshop Link]<br /> | ||
Line 4,460: | Line 4,460: | ||
|- | |- | ||
| align="center" | [[File:Inside_Jab.png|100px]]<br> | | align="center" | [[File:Inside_Jab.png|100px]]<br> | ||
− | <small> | + | <small>Cuerpo a Cuerpo</small><br> |
− | ''' | + | '''La Bomba Interna'''' |
| align="left" | | | align="left" | | ||
[https://steamcommunity.com/sharedfiles/filedetails/?id=229539580/ TF2 Workshop Link]<br /> | [https://steamcommunity.com/sharedfiles/filedetails/?id=229539580/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Al apuñalar: ¡Colocas una bomba en el enemigo!, ademas mantienes tu disfraz<br> |
− | {{Pro}} | + | {{Pro}}Las bombas detonan automaticamente en 4s, pero puedes usar disparo secundario para detonarlas manualmente<br> |
− | {{Pro}} | + | {{Pro}}Las bombas hacen daño en un area basados en la vida que TENIA la victima en el momento que fue apuñalada y por cuanto tiempo la bomba estuvo activa<br> |
− | {{Con}} | + | {{Con}}Las bombas se desactivan cuando mueres, o cuando tu o el enemigo se reabastecen.<br> |
− | {{Con}} | + | {{Con}}Cuando hay una bomba activa: No puedes volverte invisible<br> |
− | {{Con}} | + | {{Con}}Recibes un 25% del daño de una bomba si estas muy cerca<br> |
− | {{Con}} | + | {{Con}}Las puñaladas no matan al instante<br> |
− | {{Neutral}} | + | {{Neutral}}El daño de la bomba aumenta hasta en un 110% en el curso de 4sbr> |
− | {{Neutral}} | + | {{Neutral}}El enemigo al que se le planto una bomba es notificado con un mensaje |
|- | |- | ||
| align="center" | [[File:Mann_Slaughter.png|100px]]<br> | | align="center" | [[File:Mann_Slaughter.png|100px]]<br> | ||
Line 4,487: | Line 4,487: | ||
| align="center" | [[File:Intermission.png|100px]]<br> | | align="center" | [[File:Intermission.png|100px]]<br> | ||
<small>PDA 1</small><br> | <small>PDA 1</small><br> | ||
− | ''' | + | '''La Interferencia'''' |
| align="left" | | | align="left" | | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=168450095/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=168450095/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Al Sabotear: Revela al propietario de la construccion con un contorno que solo tu puedes ver por 10s<br> |
− | {{Pro}} | + | {{Pro}}Te restaura vida cuando una construccion saboteada es destruida<br> |
− | {{Con}}-40% | + | {{Con}}-40% de daño<br> |
− | {{Neutral}} | + | {{Neutral}}Restaura vida en base al nivel y tipo de la construccion saboteada |
|- | |- | ||
| align="center" | [[File:Timely_Demise.png|100px]]<br> | | align="center" | [[File:Timely_Demise.png|100px]]<br> | ||
<small>PDA 1</small><br> | <small>PDA 1</small><br> | ||
− | ''' | + | '''Explosivo Oportuno''' |
| align="left" | | | align="left" | | ||
[https://steamcommunity.com/sharedfiles/filedetails/?id=18568/ TF2 Workshop Link]<br /> | [https://steamcommunity.com/sharedfiles/filedetails/?id=18568/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}5s despues de colocarlo en una construccion enemiga, el zapador explota (292 Hu), destruye la construccion, y hace hasta 150 de daño a construcciones y jugadores enemigos.<br> |
− | {{Con}} | + | {{Con}}Al Sabotear: No puedes usar esta arma por 2s<br> |
− | {{Con}}-100% | + | {{Con}}-100% de daño<br> |
− | {{Con}}-99% | + | {{Con}}-99% de vida del zapador<br> |
− | {{Neutral}} | + | {{Neutral}}Las construcciones siguen desactivadas tras la colocacion del zapador |
|- | |- | ||
| align="center" | [[File:Subjugated_Saboteur.png|100px]]<br> | | align="center" | [[File:Subjugated_Saboteur.png|100px]]<br> | ||
<small>PDA 1</small><br> | <small>PDA 1</small><br> | ||
− | ''' | + | '''Saboteador Subjuyado''' |
| align="left" | | | align="left" | | ||
[https://steamcommunity.com/sharedfiles/filedetails/?id=689322432/ TF2 Workshop Link]<br /> | [https://steamcommunity.com/sharedfiles/filedetails/?id=689322432/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}8s despues de colocarlo en una costruccion enemiga, el zapador reprograma la construccion enemiga como si fuera de tu equipo<br> |
− | {{Pro}} | + | {{Pro}}Las construcciones reprogramadas tienen efectos extra<br> |
− | :{{Neutral}} | + | :{{Neutral}}Arma Centinela - +10% velocidad de disparo<br> |
− | :{{Neutral}} | + | :{{Neutral}}Dispensador - +100% de rango<br> |
− | :{{Neutral}} | + | :{{Neutral}}Teleportador – Se puede usar en ambas direcciones<br> |
− | {{Con}} | + | {{Con}}Las construcciones reprogramadas se autodestruyen tras 12s<br> |
− | {{Con}}- | + | {{Con}}-30% de daño<br> |
− | {{Neutral}} | + | {{Neutral}}Las construcciones siguen desactivadas tras la colocacion del zapador |
|- | |- | ||
| align="center" | [[File:Item_icon_Cloak_and_Dagger.png|70px]]<br> | | align="center" | [[File:Item_icon_Cloak_and_Dagger.png|70px]]<br> | ||
<small>PDA 2</small><br> | <small>PDA 2</small><br> | ||
− | ''' | + | '''La Fantome''' |
| align="left" | | | align="left" | | ||
− | + | ACTUALMENTE NO FUNCIONAN LOS MODELOS DE LOS RELOJES | |
| | | | ||
− | {{Pro}} | + | {{Pro}}Al estar invisible: Puedes transpasar construcciones y jugadores enemigos. Ademas, no te volverás parcialmente invisible al tocar a un enemigo o al recibir daño<br> |
− | {{Con}}While cloaked: | + | {{Con}}While cloaked: Al estar invisible: Pierdes -6.25% de velocidad, no tienes la resistencia natural de la invisibilidad, los efectos negativos no se disipan mas rapidamente, ni puedes obtener invisibilidad<br> |
− | {{Con}} | + | {{Con}}La invisibilidad se drena un 50% mas rapido al estar dentro de un jugador/construccion enemiga<br> |
− | {{Con}} | + | {{Con}}Al no tener invisibilidad: Drena 10 de vida/s si estas dentro de un jugador/construccion enemiga |
|- | |- | ||
| align="center" | [[File:Item_icon_Cloak_and_Dagger.png|70px]]<br> | | align="center" | [[File:Item_icon_Cloak_and_Dagger.png|70px]]<br> | ||
<small>PDA 2</small><br> | <small>PDA 2</small><br> | ||
− | ''' | + | '''Salto''' |
| align="left" | | | align="left" | | ||
− | + | ACTUALMENTE NO FUNCIONAN LOS MODELOS DE LOS RELOJES | |
| | | | ||
− | {{Neutral}} | + | {{Neutral}}Tipo de Invisbilidad: Salto<br> |
− | {{Pro}} | + | {{Pro}}Al usar: Te propulsas en el aire si te estas moviendo, o hara un salto extra si no te estas moviendo<br> |
− | {{Con}}No | + | {{Con}}No obtienes invisbilidad de cajas de muncion<br> |
− | {{Neutral}} | + | {{Neutral}}Al usar hasta caer en el suelo: No recibes daño por caida, pero tienes control aereo reducido<br> |
− | {{Neutral}} | + | {{Neutral}}8s de recarga |
|- | |- | ||
| align="center" | [[File:Item_icon_Cloak_and_Dagger.png|70px]]<br> | | align="center" | [[File:Item_icon_Cloak_and_Dagger.png|70px]]<br> | ||
<small>PDA 2</small><br> | <small>PDA 2</small><br> | ||
− | ''' | + | '''La Entrada Explosiva''' |
| align="left" | | | align="left" | | ||
− | + | ACTUALMENTE NO FUNCIONAN LOS MODELOS DE LOS RELOJES | |
| | | | ||
− | {{Neutral}} | + | {{Neutral}}Al dejar de ser invisible, causas una explosion (292 Hu) de humo que hace daño a los enemigos cercanos (45 Min, 90 Max) y a ti mismo (22 Min, 45 max). La explosion no se activa si dejas de ser invisible cuando el medidor de invisibilidad tenia 50% o mas. La explosion causa mas daño mientras menos invisbilidad tengas. La explosion no se puede usar hasta que el medidor de invisbilidad se haya llenado por completo<br> |
− | {{Pro}} | + | {{Pro}}Al estar invisible: Ganas +25% de velocidad<br> |
− | {{Con}}-66% | + | {{Con}}-66% invisbilidad recibida por cajas de muncion<br> |
− | {{Con}}-10% | + | {{Con}}-10% velocidad de regeneracion de invisbilidad |
|- | |- | ||
|} | |} |
Revision as of 03:25, 31 October 2022
« | Sí. Me gusta nueva arma.
Haz clic para escuchar
— El Heavy.
|
» |
Custom Weapons, también llamadoCustom TF2 Weapons o CTF2W, es una extensión de mod Source para servidores que añadie armas creadas por la comunidad a Team Fortress 2 y fue desarrollado por MasterOfTheXP. Actualmente se encargan de ella Chdata y Crafting. A diferencia del Advanced Weaponiser, no hay un inventario donde ver tus objetos. Este grupo prueba y hace cambios a armas oficiales con el objetivo de hacer una experiencia de juego más equilibrada.
Índice
Lista de servidores oficiales
Al hacer clic se iniciará el juego en ese servidor automáticamente
Custom Weapons | US
Custom Weapons | EU
Lista de armas nuevas y modificadas
Esta página está en proceso de ser traducida al español. Si hablas español, publica una versión traducida en la discusión o comunícate con quienes hayan contribuido a la página (observando el historial de la página). |
Cambios en armas oficiales
Estos cambios los sufren las «Armas Personalizadas» disponibles. Estos cambios están en todos los servidores de CTF2W.
Cambios generales |
---|
-Todos los servidores oficiales de CTF2W tienen Criticos Aleatorios desactivados. |
Incrementos de Velocidad - Cambios Numericos | |||
---|---|---|---|
Clase | Velocidad Original (HU/s) | Nueva Velocidad Incrementada (HU/s) | Vieja Velocidad Incrementada (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 - Cambios de Clase | |
---|---|
Cambios | Nuevas Habilidades |
-Añadido "(Habilidad) Manos Rapidas" |
(Habilidad) Manos Rapidas |
Scout - Armas Oficiales Modificadas | ||
---|---|---|
Arma | Cambios | Nuevas Habilidades |
Primaria |
SIN CAMBIOS |
SIN CAMBIOS |
Primaria |
-Se eliminó "+20% balas por disparo" |
Empuja al objetivo y al tirador |
Primaria |
-Añadido "Cuando el arma está activa: +20% de bonificación de curación de todas las fuentes" |
Cuando el arma está activa: +20% de bonificación de curación de todas las fuentes
+100.08333% de daño |
Primary |
-Se eliminó "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" |
While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers |
Secondary PDA |
-Fixed the "While cloaked: 50% faster debuff timers" |
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 |
Armas personalizadas
Estas son las armas nuevas de los servidores oficiales de CTF2W.
Scout - Custom Weapons | ||
---|---|---|
Arma | Workshop | Estadística |
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 |
RELOAD or SPECIAL-ATTACK: 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
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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 |
Press and hold PRIMARY-FIRE: While looking towards health and ammo packs, the packs will attract towards you within 900 Hu that will stay in place for 15 seconds | |
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 |
Gain 100% charge rate while directly 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 - Armas Personalizadas | ||
---|---|---|
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 Cuerpo a Cuerpo |
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 Cuerpo a Cuerpo |
Al apuñalar: ¡Colocas una bomba en el enemigo!, ademas mantienes tu disfraz | |
100px Melee |
Instantly activates cloak after a backstab | |
100px PDA 1 |
Al Sabotear: Revela al propietario de la construccion con un contorno que solo tu puedes ver por 10s | |
100px PDA 1 |
5s despues de colocarlo en una construccion enemiga, el zapador explota (292 Hu), destruye la construccion, y hace hasta 150 de daño a construcciones y jugadores enemigos. | |
100px PDA 1 |
8s despues de colocarlo en una costruccion enemiga, el zapador reprograma la construccion enemiga como si fuera de tu equipo
Las construcciones reprogramadas se autodestruyen tras 12s | |
PDA 2 |
ACTUALMENTE NO FUNCIONAN LOS MODELOS DE LOS RELOJES |
Al estar invisible: Puedes transpasar construcciones y jugadores enemigos. Ademas, no te volverás parcialmente invisible al tocar a un enemigo o al recibir daño |
PDA 2 |
ACTUALMENTE NO FUNCIONAN LOS MODELOS DE LOS RELOJES |
Tipo de Invisbilidad: Salto |
PDA 2 |
ACTUALMENTE NO FUNCIONAN LOS MODELOS DE LOS RELOJES |
Al dejar de ser invisible, causas una explosion (292 Hu) de humo que hace daño a los enemigos cercanos (45 Min, 90 Max) y a ti mismo (22 Min, 45 max). La explosion no se activa si dejas de ser invisible cuando el medidor de invisibilidad tenia 50% o mas. La explosion causa mas daño mientras menos invisbilidad tengas. La explosion no se puede usar hasta que el medidor de invisbilidad se haya llenado por completo |
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 75% damage resistance for 10 seconds | |
100px Melee |
Nearby teammates that also have this weapon active will gain damage resistance |
Miembros del equipo
Chdata: desarrollador principal
Crafting: propietario de la comunidad y del servidor, youtuber, admin. del grupo de Steam, demostrador de armas y editor/colaborador de la wiki
Sophie: Líder de la comunidad, administrador del servidor, youtuber y admin. del grupo de Steam
Porygon: desarrollador
Antiguos miembros
Karma Charger: colaborador de TF2Wiki y demsotrador de armas
MasterOfTheXP: autor original y desarrollador principal
Theray070696: desarrollador de código y codesarrollador principal
Shadow Mario: desarrollador
Agent Silver: desarrollador
Deathreus :desarrollador
Naleksuh: desarrollador
CHAWLZ: desarrollador
404UNF: desarrollador
Pikachu: desarrollador
Orion™: desarrollador
The655: desarrollador
Nergal: desarrollador
Errores
- Cuantas más armas personalizadas equipes, mayor será la probabilidad de que desaparezcan cosméticos de tu modelo.
- Si se usa un arma personalizada con un medidor (como el Estandarte de Ánimo), el medidor no se usará a menos que el jugador tenga el arma original equipada en su personaje.
Enlaces externos
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